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glFragmentMaterial(3G)	       OpenGL Reference		glFragmentMaterial(3G)


NAME    [Toc]    [Back]

     glFragmentMaterialfSGIX, glFragmentMaterialiSGIX,
     glFragmentMaterialfvSGIX, glFragmentMaterialivSGIX	- specify fragment
     material parameters for the fragment lighting model

C SPECIFICATION    [Toc]    [Back]

     void glFragmentMaterialfSGIX( GLenum face,
				   GLenum pname,
				   GLfloat param )
     void glFragmentMaterialiSGIX( GLenum face,
				   GLenum pname,
				   GLint param )

PARAMETERS    [Toc]    [Back]

     face    Specifies which face or faces are being updated.  Must be one of
	     GL_FRONT, GL_BACK,	or GL_FRONT_AND_BACK.

     pname   Specifies the single-valued fragment material parameter of	the
	     face or faces that	is being updated.  Must	be GL_SHININESS.

     param   Specifies the value that parameter	GL_SHININESS will be set to.

C SPECIFICATION    [Toc]    [Back]

     void glFragmentMaterialfvSGIX( GLenum face,
				    GLenum pname,
				    const GLfloat *params )
     void glFragmentMaterialivSGIX( GLenum face,
				    GLenum pname,
				    const GLint	*params	)

PARAMETERS    [Toc]    [Back]

     face Specifies which face or faces	are being updated.  Must be one	of
	  GL_FRONT, GL_BACK, or	GL_FRONT_AND_BACK.

     pname
	  Specifies the	fragment material parameter of the face	or faces that
	  is being updated.  Must be one of GL_AMBIENT,	GL_DIFFUSE,
	  GL_SPECULAR, GL_EMISSION, GL_SHININESS, GL_AMBIENT_AND_DIFFUSE,  or
	  GL_COLOR_INDEXES.

     params
	  Specifies a pointer to the value or values that pname	will be	set
	  to.

DESCRIPTION    [Toc]    [Back]

     glFragmentMaterial	assigns	values to fragment material parameters.	 There
     are two matched sets of fragment material parameters.  One, the front-
     facing set, is used to shade points, lines, bitmaps, and all polygons
     (when two-sided lighting is disabled), or just front-facing polygons



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glFragmentMaterial(3G)	       OpenGL Reference		glFragmentMaterial(3G)



     (when two-sided lighting is enabled).  The	other set, back-facing,	is
     used to shade back-facing polygons	only when two-sided lighting is
     enabled.  Refer to	the glFragmentLightModel reference page	for details
     concerning	one- and two-sided lighting calculations.

     glFragmentMaterial	takes three arguments.	The first, face, specifies
     whether the GL_FRONT fragment materials, the GL_BACK fragment materials,
     or	both GL_FRONT_AND_BACK fragment	materials will be modified.  The
     second, pname, specifies which of several parameters in one or both sets
     will be modified.	The third, params, specifies what value	or values will
     be	assigned to the	specified parameter.

     Fragment material parameters are used in the lighting equation that is
     optionally	applied	to each	fragment.  The equation	is discussed in	the
     glFragmentLightModel reference page.  The parameters that can be
     specified using glFragmentMaterial, and their interpretations by the
     lighting equation,	are as follows:

     GL_AMBIENT		 params	contains four integer or floating-point	values
			 that specify the ambient RGBA reflectance of the
			 fragment material.  Integer values are	mapped
			 linearly such that the	most positive representable
			 value maps to 1.0, and	the most negative
			 representable value maps to -1.0.  Floating-point
			 values	are mapped directly.  Neither integer nor
			 floating-point	values are clamped.  The initial
			 ambient reflectance for both front- and back-facing
			 fragment materials is (0.2, 0.2, 0.2, 1.0).

     GL_DIFFUSE		 params	contains four integer or floating-point	values
			 that specify the diffuse RGBA reflectance of the
			 fragment material.  Integer values are	mapped
			 linearly such that the	most positive representable
			 value maps to 1.0, and	the most negative
			 representable value maps to -1.0.  Floating-point
			 values	are mapped directly.  Neither integer nor
			 floating-point	values are clamped.  The initial
			 diffuse reflectance for both front- and back-facing
			 fragment materials is (0.8, 0.8, 0.8, 1.0).

     GL_SPECULAR	 params	contains four integer or floating-point	values
			 that specify the specular RGBA	reflectance of the
			 fragment material.  Integer values are	mapped
			 linearly such that the	most positive representable
			 value maps to 1.0, and	the most negative
			 representable value maps to -1.0.  Floating-point
			 values	are mapped directly.  Neither integer nor
			 floating-point	values are clamped.  The initial
			 specular reflectance for both front- and back-facing
			 fragment materials is (0, 0, 0, 1).





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glFragmentMaterial(3G)	       OpenGL Reference		glFragmentMaterial(3G)



     GL_EMISSION	 params	contains four integer or floating-point	values
			 that specify the RGBA emitted light intensity of the
			 fragment material.  Integer values are	mapped
			 linearly such that the	most positive representable
			 value maps to 1.0, and	the most negative
			 representable value maps to -1.0.  Floating-point
			 values	are mapped directly.  Neither integer nor
			 floating-point	values are clamped.  The initial
			 emission intensity for	both front- and	back-facing
			 fragment materials is (0, 0, 0, 1).

     GL_SHININESS	 params	is a single integer or floating-point value
			 that specifies	the RGBA specular exponent of the
			 fragment material.  Integer and floating-point	values
			 are mapped directly.  Only values in the range
			 [0,128] are accepted.	The initial specular exponent
			 for both front- and back-facing fragment materials is
			 0.

     GL_AMBIENT_AND_DIFFUSE    [Toc]    [Back]
			 Equivalent to calling glFragmentMaterial twice	with
			 the same parameter values, once with GL_AMBIENT and
			 once with GL_DIFFUSE.

     GL_COLOR_INDEXES	 params	contains three integer or floating-point
			 values	specifying the color indices for ambient,
			 diffuse, and specular lighting.  These	three values,
			 and GL_SHININESS, are the only	fragment material
			 values	used by	the color index	mode lighting
			 equation.  Refer to the glFragmentLightModel
			 reference page	for a discussion of color index
			 lighting.

NOTES    [Toc]    [Back]

     The fragment material parameters can be updated at	any time.  In
     particular, glFragmentMaterial can	be called between a call to glBegin
     and the corresponding call	to glEnd.

     While the ambient,	diffuse, specular and emission fragment	material
     parameters	all have alpha components, only	the diffuse alpha component is
     used in the lighting computation.

ERRORS    [Toc]    [Back]

     GL_INVALID_ENUM is	generated if either face or pname is not an accepted
     value.

     GL_INVALID_VALUE is generated if a	specular exponent outside the range
     [0,128] is	specified.







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glFragmentMaterial(3G)	       OpenGL Reference		glFragmentMaterial(3G)



ASSOCIATED GETS
     glGetFragmentMaterial


MACHINE	DEPENDENCIES
     The SGIX_fragment_lighting	extension is supported only on Octane2 VPro
     systems.

SEE ALSO    [Toc]    [Back]

      
      
     glFragmentColorMaterial, glFragmentLight, glFragmentLightModel


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